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authorJason Ekstrand <[email protected]>2017-10-03 15:23:07 -0700
committerJason Ekstrand <[email protected]>2018-03-07 12:13:47 -0800
commitdfe18be09e38c6c534474f3b666a1a57755c7731 (patch)
treeedffcf060107290246c78a37f01778218def7b07 /src/intel/compiler
parentff9db1a4cc0eefece2d0485a169b2a289b2ff6ef (diff)
anv: Implement vkCmdDispatchBase
This is part of the device groups extension/feature but it's a decent chunk of work in its own right so it's worth breaking into its own patch. The mechanism we use is fairly straightforward: we just push the base work group id into the shader and add it to the work group id we get from dispatch. Reviewed-by: Samuel Iglesias Gonsálvez <[email protected]>
Diffstat (limited to 'src/intel/compiler')
-rw-r--r--src/intel/compiler/brw_compiler.h3
1 files changed, 3 insertions, 0 deletions
diff --git a/src/intel/compiler/brw_compiler.h b/src/intel/compiler/brw_compiler.h
index 3f1852f582a..d8287dca69a 100644
--- a/src/intel/compiler/brw_compiler.h
+++ b/src/intel/compiler/brw_compiler.h
@@ -551,6 +551,9 @@ enum brw_param_builtin {
BRW_PARAM_BUILTIN_TESS_LEVEL_INNER_X,
BRW_PARAM_BUILTIN_TESS_LEVEL_INNER_Y,
+ BRW_PARAM_BUILTIN_BASE_WORK_GROUP_ID_X,
+ BRW_PARAM_BUILTIN_BASE_WORK_GROUP_ID_Y,
+ BRW_PARAM_BUILTIN_BASE_WORK_GROUP_ID_Z,
BRW_PARAM_BUILTIN_SUBGROUP_ID,
};